M-32b: HANDOFF reconciliation (strip, D75 Bug 2 probe, RC3 inconclusive)

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James Dansereau committed 2026-08-31 15:53:51 -04:00
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@@ -63,6 +63,49 @@ except `bg.c`'s `GE_D63` lines which are not `#ifdef PORT`-guarded).
D114/D116 HUD/text X-mirror (**DO NOT re-static-trace** — see D114/D116 HUD/text X-mirror (**DO NOT re-static-trace** — see
PORT-LEARNINGS §D2), D74 dead wrap-block. PORT-LEARNINGS §D2), D74 dead wrap-block.
## Done this session (M-32b) — tactical follow-up (2026-08-31)
3 commits on `master` (`49ce620a`, `7071b110`, + this reconciliation).
- **Debug-scaffolding strip (`49ce620a`).** Removed inert env-gated
`GE_D54`/`GE_D63`/`GE_D90` probe blocks from compiled `src/`
(`memp.c`, `bg.c` incl. the bare non-PORT `d63bgprimarycount` static +
entry log, `blood_animation.c`, `dyn.c`, `rsp.c`, `bondview_r.c`,
`csplayer.c`, `load.c`, `seqplayer.c`; 161 lines). `GE_D54`/`GE_D90` now
fully gone; `GE_D63` partially (remaining blocks all `#ifdef PORT` +
getenv, inert — strip candidates for later). Build green; `-level_09` +
`-level_20` render crash-free (19 frames each). `docs/GE-ENV-PROBES.md`
updated.
- **D75 Bug 2 runtime probe (`7071b110`).** `GE_D75=1` in `title.c`
`sub_GAME_7F007F30`. Booted bare front end through the gun-barrel:
Bond + gun models absent; **both Model instances valid** (nMtx 21/1);
**`render_pos` valid + fresh each frame** (== that frame's `dynAllocate`
mtxlist base, clean double-buffer, o2p unchanged) → the "stale arena"
hypothesis (D115 #5) is **RULED OUT** — do not land a persistent
`render_pos` buffer. **Zero fast3d DL warnings** → not D144/D146 either.
Failure is downstream in `drawjointlist`/`dotube` vtx/node-DL resolution
or an off-screen `basemtx`. Next: a drawjointlist-level probe. Full
write-up: §F "D75 Bug 2 — RUNTIME PROBE".
- **RC3 Depot eyeball — INCONCLUSIVE, default stays OFF.** Captured Depot
(`-level_30`) with `GE_WRAPFIX=1` vs `0`. Depot is too dark in the
boot-camera area to judge the non-PoT (65×65 / 96×48) ceiling/panel
surfaces the fix targets; the visible corrugated-container walls look
unchanged and un-regressed with the fix on. Not enough signal to flip
`cfgWrapFix=1`. Needs a **live human eyeball** on Depot with
`Video.WrapFix=1` (walk to a lit area / the ceiling), or a `GE_DTEX`
capture on the specific surface. `port/src/video.c` `cfgWrapFix` unchanged.
- **Sidecars regenerated** (`d43_emit.py` / `d69_emit.py` / `d88_emit.py
--regen`, ntsc-final) — ready for a campaign playtest.
### Next (M-32b)
- **RC3** — human eyeball Depot with `Video.WrapFix=1`; flip `cfgWrapFix=1`
in `port/src/video.c` if a lit non-PoT surface is visibly better and
`-09/-20/-34` don't regress.
- **D75 Bug 2** — drawjointlist/`dotube`-level probe (resolved vtx/nodeDl
ptrs, whether any tris emit, composed `basemtx*render_pos` for joint 0).
- **D143** blank briefing/objective text — untouched this session.
- **D154 / D152+ / D160** — still playtest-gated.
## Done this session (M-31/M-32) — 6-agent parallel burst #2 (2026-08-31) ## Done this session (M-31/M-32) — 6-agent parallel burst #2 (2026-08-31)
6 worktree subagents, files partitioned; 5 merged to `master` 6 worktree subagents, files partitioned; 5 merged to `master`